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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <SplineMeshComponent.h>
Public Member Functions | |
| FSplineMeshParams () | |
Structure that holds info about spline, passed to renderer to deform UStaticMesh. Also used by Lightmass, so be sure to update Lightmass::FSplineMeshParams and the static lighting code if this changes!
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inline |
| FVector2D FSplineMeshParams::EndOffset |
Ending offset of the mesh from the spline, in component space.
| FVector FSplineMeshParams::EndPos |
End location of spline, in component space.
| float FSplineMeshParams::EndRoll |
Roll around spline applied at end, in radians.
| FVector2D FSplineMeshParams::EndScale |
X and Y scale applied to mesh at end of spline.
| FVector FSplineMeshParams::EndTangent |
End tangent of spline, in component space.
| float FSplineMeshParams::NaniteClusterBoundsScale |
How much to scale the calculated culling bounds of Nanite clusters after deformation. NOTE: This should only be set greater than 1.0 if it fixes visible issues with clusters being incorrectly culled.
| FVector2D FSplineMeshParams::StartOffset |
Starting offset of the mesh from the spline, in component space.
| FVector FSplineMeshParams::StartPos |
Start location of spline, in component space.
| float FSplineMeshParams::StartRoll |
Roll around spline applied at start, in radians.
| FVector2D FSplineMeshParams::StartScale |
X and Y scale applied to mesh at start of spline.
| FVector FSplineMeshParams::StartTangent |
Start tangent of spline, in component space.